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Messages - JuicyPVP

#1
Ideas / Re: Repair and reprogram mechanoids
January 20, 2017, 04:29:47 PM
Solar Flare should shut them off- they are electrical. Actually0 this should be changed regardless of if OP's idea (which I +1) gets implemented. I like the AI core running them, but I don't think they should be hostile if the core goes offline. They should just stop and do nothing (like if a solar flare goes off...)- One would assume you wipe their programming which states they want to kill you as a failsafe before allowing the core to run them.
#2
Randy Random??? FTW??? lol
#3
Quote from: b0rsuk on January 19, 2017, 02:25:35 PM
You know, if you could very rarely loot (or find - ancient danger room) a doomsday mortar shell - that would be a niiice incentive to build mortars !

I would rather mortars not be so inaccurate... lmao.
#4
Quote from: Elixiar on January 19, 2017, 10:54:32 AM
Imagine if we could create doomsday shells for mortars.

More Vanilla Turrets mod? Im researching "doomsday Mortar" tech in my first playthru with the mod now.
#5
I just cant get over the fact it blew his clothing off. I was shocked enough by the explosion. I installed some long range turrets from "More vanilla turrets". I also installed a rocket battery which I can manually control the target for. If they ever bring another guy like that I will have them target him.
#6
Ideas / Re: 0.5x/0.25x speed
January 19, 2017, 10:03:47 AM
I just want 1/2 speed. I would also be interested in 4x or 5x speed too tho ;p lol.
#7
Ideas / Re: 0.5x/0.25x speed
January 19, 2017, 09:45:42 AM
Quote from: MikeLemmer on January 19, 2017, 03:10:09 AM
aside from specific situations in combat.

This is the reason everyone is asking for. lol.
#8
Ideas / Re: Pregnancy/having kids
January 19, 2017, 09:42:32 AM
This is a mega duplicated thread. Use the search bar to find the other threads.
#9
General Discussion / Doomsday Rocket - its that good???
January 18, 2017, 06:09:33 PM
Had a raider pop off a doomsday on me last night. He hit my walled in generator causing like 90% damage, but also a huge area in front of the generator (he targeted a chicken I think). There were like 30+ tiles on fire right away.

All of that is OP enough, but the most amazing thing? The blast DESTROYED HIS CLOTHING. He was running around nude and bloodied till we cut him down. This type of thing is just... demoralizing. lol :P
#10
I do wish there were more steel per bulk goods trader. I start trading away drugs for steel LONG before my map is out of it. I know I'll use it eventually. Im probably only 1/3 mined of the entire map im on atm and I started buying steel basically right after my first flake run. Otherwise I only buy Bionics and shells (just steel...) from traders. On the rare occasion a trader doesn't have what I want I'll pick up gliterworld meds. 
#11
Ill need to wiki it lol. :p
#12
Is it bad if I have never even once built a brewing station? lol.
#13
Ideas / Re: Three camps at once in a siege.
January 18, 2017, 04:08:49 PM
Quote from: MikeLemmer on January 18, 2017, 03:56:46 PM
Eh, I personally feel Sieges are already the nastiest type of pirate raid (just above sappers/grenades) and am really iffy whether they actually need buffing or not; I've had 1-2 bases get wrecked by them good, and they already feel like a big jump up in difficulty compared to the usual raids. If there's going to be multi-camp sieges, I would suggest upping the # of sieges and making them an eventual upgrade from single-camp sieges.

(Also, enemy snipers during sieges are my bane, especially if my colonists haven't gotten sniper rifles themselves yet.)

The first one can be very hard, yes, but after that you should steal their mortars and install them in your own base. Whhhalla. Now you can fire shells at sieges while they are building their sandbags/mortars. Incendiary mortar works best. The enemy pawns will stop building to put out the fires even if your shells don't hit the pawns themselves. Then after a few pawns are badly hurt you can just send your people out to mop up.
#14
Ideas / Re: Three camps at once in a siege.
January 18, 2017, 02:54:08 PM
I agree sieges are weak. To me they are basically free steel and guns. I would like to see maybe more defenders, or more instances like your suggesting. Maybe one siege group, but also a defense group that sets up a larger perimeter? IDK. It IS too easy as is.

I disagree that snipers are too OP. It is a sniper rifle. A high skilled shooter (18-20) with a high quality sniper should be able to wipe sieges out. It is a camp of people sitting around a mortar. Light 'em up. Not like its an assaulting force running through a forest. I think the aim/load time helps balance this. A sniper gets wrecked if they try to take on an assaulting force.
#15
Ideas / Re: Electric stonecutting table
January 18, 2017, 02:48:16 PM
+1